First details on MLB The Show 25, plus looking towards the future of MLB The Show

Major League Baseball’s exciting 2024 season has wrapped and with MLB The Show 24’s Season 4 content arriving tomorrow*, we at San Diego Studio wanted to take a moment to share a sneak peek at the future of this franchise. 

MLB The Show 24 Season 4

Beginning tomorrow, all fans can enjoy every card in MLB The Show 24 as we move into Season 4 with the release of 2024 Finest with more content coming. Yes, this also means cards in your inventory from previous seasons in MLB The Show 24 can be enjoyed again!

MLB The Show 25 Diamond Dynasty

We appreciate the feedback from our community and have also decided that Sets and Seasons will not be returning in MLB The Show 25, allowing every card to be used freely throughout the year. While we look forward to sharing more about our live content plans for MLB The Show 25 at a later date, our Season 4 approach gives you a sense of the direction of MLB The Show 25.

We are also excited to share that you, our fans, will be able to earn rewards in MLB The Show 24 to jump-start your MLB The Show 25 experience! Beginning tomorrow, you can start earning Now & Later MLB The Show Packs in playable content all throughout Diamond Dynasty! Each Now & Later MLB The Show Pack earned in MLB The Show 24 will grant an MLB The Show Pack in MLB The Show 25**.

As we work to develop the most authentic and realistic Major League Baseball experience possible, we wanted to share a sneak peek of what is to come next year in MLB The Show 25.

  • Road To The Show: Deepen the player’s journey before being drafted, and return control to how a player develops and grows in new and interesting ways. 
  • Diamond Dynasty*: With Sets and Seasons retiring, our fans can look forward to all-new elements of the Diamond Dynasty experience blended with what they love most about it. 
  • Franchise: Improved trade evaluation metrics are coming along with a new fun and engaging offseason experience.
  • Gameplay: With the expansion of quick time events, defensive AI, and pathing updates, enjoy more engaging moment-to-moment gameplay. 

For all the latest MLB The Show information, head to TheShow.com, sign up for The Scouting Report, and follow our X, Facebook, and Instagram accounts.

*Internet connection required for online features and software updates.
**An internet connection, MLB The Show account, and purchase of MLB The Show 25, once available, is required to receive your Now & Later MLB The Show Pack in MLB The Show 25.

If one thing works in S.T.A.L.K.E.R. 2, it’s the incomprehensible name generator for random NPCs

S.T.A.L.K.E.R. 2: Heart of Chornobyl stays largely faithful to the original series’ bleak yet inquisitive tone and propensity for technical problems, but there’s another, much smaller feature that it also brings back: silly titles for its lesser NPCs. All the major and side characters are, indeed, characters, but rather than leave inconsequential henchmen and roving bandits nameless, S.T.A.L.K.E.R. 2 assigns Zone-merc handles to each and every one of them. Some try to sound badass, some might as well have been chosen by the owner panickedly looking around the room for something to name himself after, and all of them sound like they should be on the actor’s wall in Toast of London.

Because your life partly depends on relieving slain foes of their belongings, S.T.A.L.K.E.R. 2 encourages you to get up close and looty with these blokes, meaning you end up spending a lot of time reading goofy nicknames. I thought I’d pay tribute to the best ones I’ve seen so far, even if the majority of these honours will need to be given posthumously.

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Overthrown is a city builder where you can throw your whole city at the sky because secretly, you hate city builders

Overthrown is a city building game made by and for people who can’t work out whether they love or despise city building games. In this curious concoction from developers Brimstone and publishers Maximum Entertainment, you are a chirpy anime monarch equipped with a magic crown that confers the ability to seize entire buildings and throw them away because aaaararargahragrhagh, I am sick of this dang sawmill. I am sick of perfecting the infrastructure. I am sick of stockpiling food for the winter. I am sick of my hard-working peasants and their happiness levels. I am going to pick everything up and hurl it into the sky.

Read more

Final Fantasy 7: Rebirth Won’t Have Intergrade-Style DLC as Square Enix Focuses on Making Part 3

Sorry, Final Fantasy sickos. Final Fantasy 7: Rebirth isn’t getting any major story DLC akin to Remake’s Intergrade expansion, according to game director Naoki Hamaguchi.

In an interview with The Daily Star, Hamaguchi gently denied fan hopes of an intermediary chapter between Rebirth and the next game. Final Fantasy 7: Remake received such a chapter with “Intermission,” which included a new story featuring Yuffie.

“We definitely do hear the desire from fans, the voices out there that want that kind of thing,” he said. “I understand it completely, but I think, from my perspective, what the fans really want to see the most is not necessarily DLC. They want to see the third part of the series as quickly as possible.”

While Hamaguchi’s assessment is probably correct, this might be a let-down for fans who were expecting more. Rumors of a Rebirth DLC have been bubbling both due to Remake’s existing DLC, as well as a prior comment from Hamaguchi about wanting to make “further expansions” to addictive minigame Queen’s Blood.

While that remark could have meant anything from minor updates to a standalone game, many took it to mean Queen’s Blood DLC was in the cards. Hamaguchi’s remarks today don’t seem to totally refute that, as he appears to be specifically referring to a full-blown, character-driven, story DLC here. But it’s also not looking hopeful.

For now, it sounds like Square Enix is full speed ahead on the third part of Final Fantasy 7’s trilogy of a remake. The first two games, Remake and Rebirth, were four years apart, and Rebirth just released this year. That means we likely have a bit of a wait ahead of us, with Square Enix suggesting it hoped to release the finale by 2027. That gives us plenty of time to play all the way through Rebirth, which we gave a 9/10 and which is a nominee for Game of the Year at The Game Awards in December.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Nintendo Download: 21st November (North America)

Divine Dynamo Flamefrit! Loco Motive! Nine Sols!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Note that two of the biggest releases this week — MySims: Cozy Bundle and Stray — featured in last week’s download. We didn’t forget about them!

Read the full article on nintendolife.com

How Player Choice Is Infused into Avowed’s Approach to Combat

Avowed Screenshot

How Player Choice Is Infused into Avowed’s Approach to Combat

Summary

  • We explore combat and player choice in our extended hands-on time with Avowed.
  • Gameplay Director Gabe Paramo and Senior Combat Designer Max Matzenbacher share insights into the combat design process.
  • Avowed is launching February 18, 2025, for Xbox Series X|S, the Xbox app for Windows, Steam, Battle.net and will be available on day one with Game Pass Ultimate and PC Game Pass. It is currently available for pre-order on the Xbox Store, Battle.net, and Steam. The Premium Edition offers up to five days early access, two premium skin packs, and access to the Avowed Digital Artbook & Soundtrack. Learn more here on Xbox Wire.

As soon as I got off the boat and set foot in Dawnshore, the first major open zone of Avowed, I knew I was in for a good time. The port city of Paradis is absolutely dripping in character. From the mix of weathered buildings with missing bricks, merchants waving me over to see their wares, and a handful of thieves hanging about that don’t want to talk to me, it all felt so alive. So naturally the first thing I do is climb to the top of the bell tower for a better view and discover some gold coins resting inside a bird’s nest. “The game anticipated I might go here; this is going to be great.”

Player choice is at the forefront in Avowed and it’s a theme that is infused into just about everything you can do within the game’s world, born from a studio that prides itself on the motto of, “Your Worlds, Your Way.” That means everything is on the table, from complex dialog choices to customized character builds that let you choose how you want to explore the Living Lands within the world of Eora. Combat also fits within this framework of player choice, and it was an aspect that I explored in detail during a recent hands-on media event for Avowed.  

I must have tried close to a dozen weapons during my session (the powerful arquebus rifle would become my favorite, more on that in a bit), but having the freedom to cycle between axes and bows and hammers and wands and even a spell book was incredibly flexible. I felt encouraged by the game to experiment even though my starting background as a ‘War Hero’ began to feel more like a suggestion – as designed.

“I would describe it as like an open class system,” Senior Combat Designer Max Matzenbacher tells me. “In games where it’s class-based, you can be restricted on which weapons you can wield, which abilities you can select from. But in Avowed, the classes are more of a guideline or a flag post for someone to follow; you can mix and match your weapons at any time in the game. You can put things in your primary and off-hand, and then you can combine nearly any ability from any tree at any time. So, you could take something from a wizard build that’s a Meteor Storm style ability and then have a more fighter-centric ability. It’s giving the player the opportunity to build their class. We give you some indicators and you can find nods to Pillars of Eternity within those trees, and more nuanced subclasses, but you can really build whatever you like.”

“Flexibility in combat actions was always a goal for us,” adds Gameplay Director Gabe Paramo. “In terms of weapons, you can expect anywhere from a one-hit dagger to a slow reloading arquebus, two-handed great hammers, a one-handed sword, one-handed pistol, a one-handed wand, and we have a dual-wielding system that lets the player equip off-hand and one-handed weapons together in a dual-wielding type way.”

As I continued my experimentation with weapons, I initially found myself gravitating to the Grimoire early on, which is a magic weapon that allows you to tap spell abilities even if your class isn’t magic-based. Holding it in my off-hand while wielding a sword in the other felt like a great combination that could yield some entertaining results in combat. We’re told you can also discover more of these Grimoires throughout Avowed, and then choose to either improve it or learn spells from it. For example, you could take something that you learned from a Grimoire, like a “Fan of Flames” ability, and put it into your ability bar, and then run around with a giant hammer while tossing fire independently of the spell book.

“I think the biggest kind of unique element is how all the pieces fit together and how we don’t restrict the player; to give them ultimate flexibility in being able to quickly swap and execute these actions, like their abilities they choose from their trees, the weapons they fire, the dodge — all those I would say is a mix of how a lot of games handle it; we just mix some elements more uniquely,” Paramo says.

Avowed also lets you enchant (modify) unique weapons by utilizing resources that you’ve gathered throughout the world, rewarding the more adventurous and curious players with the tools needed to upgrade more powerful weapons and gear. As someone who loves to explore every nook and cranny, I was thrilled to see how often my curiosity was being rewarded, like the previously mentioned bird nest on top of the bell tower. It was also when exploring these nooks that the world of Avowed really opened up for me, not only because it was rewarding my curiosity and how I wanted to approach combat, but how those tie into the freedom to explore the world how I wanted to.

“With the enchantment system and weapon upgrading systems, and the unique [weapons] with passive abilities that the player can unlock to enhance those weapons, they can really drill in deep on the mechanic side of things to really min/max or improve the playstyle that they are choosing,” Paramo explains. “We also have a very flexible respecing system if they want to kind of change their minds and try something else, maybe choose a different ability to enhance another set of weapons that they find that they like later.”

“I would add that the attribute system is inspired by the Pillars of Eternity concept of not having restricted class specific attributes, where to wield a certain type of weapon, or to optimize a certain weapon, you must take a specific attribute,” Matzenbacher adds. “All the attributes are available to all players and builds, so they can use that to extend their play style if they want to be more damage centric or have more survivability or have more resources to use either weapon attacks or abilities.”

This raised the question of how they balance all these weapons while still rewarding player choice and experimentation. Matzenbacher and Paramo explained that it was all about stripping these weapons down to their most basic components first and adjusting from there. For example, larger weapons will cost more stamina but deal more damage; smaller weapons will use less stamina but could be better used for stunning. The same rules generally apply to taking the time to cast with a powerful attack spell and their essence cost; the more powerful the spell, the more cost to cast.

“Choice and consequence are not just something that we have in dialogue, but it’s something that we also have in combat, where for every choice the player makes and what they’re choosing to equip, there’s a consequence to that,” Paramo explains. “So, if I’m going to choose a two-handed great hammer, I’m going to do heavy damage, but have a slow attack speed that leaves me open more to hits but costing me stamina. Each one of these things is all about finding the system that the player will funnel into and then kind of creating those different consequences for choosing that weapon or load out.”

The way this played out for me was pairing the powerful arquebus rifle with the Charge ability for my “War Hero,” which had me dash forward and smash into anything in my way. Through its repeated use, I also discovered it did a great job of running up the stun meter on enemies — attacking a fully stunned enemy allows you to perform a special attack for massive damage. Combining that with my slow-loading (yet powerful) rifle proved to be a vicious combination, especially against some of the more formidable enemies I came across, like a diseased bear and giant spider.

Choice also applies to enemies as well, in how they are designed to utilize the environment to find the best method of attack. All of them, from sporelings to skeletons to Xaurips (this universe’s reptilian race), each have distinct rules of engagement on top of their more basic commands — fodder units will try to charge and attack you; ranged units are going to be at a distance; blocker units will always try to block. But here’s where it gets a bit more intriguing, as these commands also feed into a “parkour everywhere” approach for both the player and enemy movement within the environment that can keep these encounters challenging and fun.

“The AI knows how to parkour up (cliffs or ledges) and get to you. Or they know that you are trying to be on a high level trying to shoot at them from at a range distance,” explains Paramo. “They adapt, and even though they might be a more melee-focused character, they’re going to try to get to you. And if they can’t get to you, they’re going to switch to something more ranged too so that you can’t just like capitalize on them and cheese them basically.”

This exact scenario happened to me numerous times while battling crowds of Xaurips. I’d see them scatter up to higher ledges, trying to hit me with their arrows. As I climbed the cliff to get at them, they’d do backflips to get to a higher ledge as I chased them down. Eventually I had enough of this, equipped my Grimoire, and shot flames at them to put an end to this chase. But I really liked seeing that enemies both had an appreciation of their own survivability, but also continued to try and gain an advantage against me.

“Having the player able to jump up on locations, that kind of creates a different dynamic for the AI,” continues Paramo. “We also have stealth grass in the game where the player can take a bit more of a stealthier approach. And we have destructibles in the game that the player and enemies can destroy, or explosive barrels that the player can use range attacks on, so that can help get them an advantage in that encounter, and damage bonuses for stealth attacks when the player is hitting unaware enemies.”

“There are also environmental interactions in the game,” adds Matzenbacher. “So, there could be water on the ground that will react if you’re using shock magic. And then there are certain cases where there are traps and hazards that can either affect the player or enemies that they can trigger and interact with — there’s both the layout and the structure of the space, but also elements that can be combined and leveraged against the enemies.”

There are so many intriguing parts of Avowed, like being able to build our characters as we want, choosing the load outs and companions we want, and having such a dynamic approach to combat, that it will no doubt create numerous and exciting moment-to-moment adventures within the world of Eora. Obsidian are masters of their craft at giving players choice and freedom to play within their worlds as they want, and Avowed is shaping up to be their next great proof point of this concept – from everything we’ve seen and played so far, it’s leading up to something truly special. And we can’t wait to go back.


Avowed is launching February 18, 2025, for Xbox Series X|S, the Xbox app for Windows, Battle.net, Steam, and will be available on day one with Game Pass Ultimate and PC Game Pass. It is currently available for pre-order on the Xbox Store, Battle.net, and Steam. The Premium Edition offers up to five days early access, two premium skin packs, and access to the Avowed Digital Artbook & Soundtrack. Learn more here on Xbox Wire.


Xbox Play Anywhere

Avowed Premium Edition

Xbox Game Studios


27

$89.99

Premium Edition includes:
– Avowed base game
– Up to 5 days early access
– Two Premium Skin Packs
– Access to Avowed Digital Artbook & Original Soundtrack

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.


Xbox Play Anywhere

Avowed Standard Edition

Xbox Game Studios


27

$69.99

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.


The post How Player Choice Is Infused into Avowed’s Approach to Combat appeared first on Xbox Wire.

Alan Wake 2 Deluxe Edition Is on Sale at Amazon for Black Friday

Here’s some good news for deal hunters: Amazon’s Black Friday 2024 sale has officially begun. Discounts abound on all sorts of things, including video games. And one of the best video game deals to pop up so far is Alan Wake 2 Deluxe Edition dropping down to $49.99. That’s a big discount, seeing as the list price is $80. It also happens to be a terrific game, and this edition comes with all sorts of rad stuff. Let’s dive into it all below.

Alan Wake 2 Deluxe Edition on Sale for $49.99

The deal is good for both the PS5 and Xbox Series X versions of the game. So what do you get in this souped-up deluxe edition? Let’s list it out in bullet-point form.

So you get the full base game, both expansions (which are also awesome), some cosmetics and in-game items, and the entire first game in remastered form. They threw in a whole other game – it’s wild. So you have the complete Alan Wake saga all in one package.

If you’re wondering whether the game itself is any good, you can rest assured it is (provided you can handle spooky games). For starters, it handily won many of the categories in IGN’s Game of the Year 2023.

It also scored a 9/10 in our Alan Wake II review, with critic Tristan Ogilvie writing: “Alan Wake II delivers one of the boldest and most brain-bending survival-horror storylines this side of Silent Hill 2, presents it with uniformly immaculate art direction and audio design, and reinvigorates the series’ signature light-based shooting as though it’s been locked and loaded with a fresh pack of Energizers.”

“Even though its skill-upgrade systems seem a little superfluous and there were a few repeated cliches in Saga’s story that stuck in my craw, I nonetheless found both sides of this twisted tale to be endlessly fascinating, frequently fear-inducing, and consistently surprising. Alan Wake II is a superb survival-horror sequel that makes the cult-classic original seem like little more than a rough first draft by comparison.”

And if that’s not enough for you, check out our similarly glowing reviews of the expansions. First came Night Springs, which offers three standalone stories reminiscent of the Twilight Zone. And finally, The Lake House provides a narrative bridge between Alan Wake II and the upcoming Control 2. So even with all that comes in this package, there’s plenty to look forward to in the Remedy-verse.

Stick to IGN for more Black Friday 2024 coverage. Amazon’s sale is live now. The second wave of Walmart’s Black Friday 2024 sale starts on Monday, November 25. As the meme says, it’s happening.

When Is Black Friday 2024?

The actual date of Black Friday in 2024 falls on November 29 this year, but the deals have already kicked off. Leading up to the big event, retailers have begun to open deals online. Each day leading up to the event will slowly roll out more deals, which ultimately leads to massive discounts on Black Friday. We already know what PlayStation and Xbox are planning, and most general deals will be available well in advance, such as this excellent discount on Elden Ring.

More Black Friday Game Deals We’ve Found So Far

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky and Threads.

Avowed’s rickety combat feels like the undoing of its lush fungal world

I have significant reservations about Avowed, Obsidian’s first-person Pillars Of Eternity spin-off RPG, but those reservations are significantly offset by the fact that I can be an undersea mushroom woman called Mystic Meg. In Avowed, you are the god-touched envoy of a distant emperor, sent to an island realm known as the Living Lands to investigate a mysterious blight. “God-touched”, in this case, means “fungal and a bit mermaidy”. It means that you can make rainbow toadstools sprout from your eyesocket in the character creator. It means that you can accessorise your cheekbones with what look like bracket polypores, or deck your ears with staghorn coral.

Read more

Star Wars Outlaws Patch Cuts Stealth Objectives, Improves AI, and More in Huge Title Update 1.4.0

Ubisoft has released the huge and highly anticipated Title Update 1.4.0 for Star Wars Outlaws on PlayStation 5, Xbox Series X and S, and PC, which, perhaps most notably, cuts stealth requirements from almost the entire game.

A blog post detailed the patch notes, which are available below, and confirmed the removal of forced stealth (meaning players will no longer have to return to a checkpoint when triggering “do not raise the alarm” or “do not get caught” objectives) alongside improvements to enemy AI and detection, facial expressions and animations, and more.

“This Title Update brings changes to combat and stealth allowing for greater player choice, the ability to now keep pick-up weapons in more situations, visual options to allow for a sharper image and much more to improve your journey across the galaxy,” Ubisoft said.

It doesn’t address the issues affecting some PC players who updated to Windows 11 24H2, however, but Ubisoft said it is “working hard to deploy a permanent fix” as soon as possible.

Star Wars Outlaws creative director Drew Rechner promised to make big changes to “elevate the game experience to better meet” player expectations.

Sentiments such as these are often seen in the wake of disastrous game launches but Star Wars Outlaws debuted to positive reviews. Poor sales shook a struggling Ubisoft, however, and it is now working to improve the game ahead of what it hopes will be a sales bump alongside its Steam launch and the holiday period.

Star Wars Outlaws Title Update 1.4.0 Patch Notes

General Gameplay

  • Fixed an issue where players could get stuck by not being able to take off using the Trailblazer after certain missions
  • Kay now holsters a two-handed weapon in more situations such as when climbing, grappling or using the speeder
  • Improved AI speeder usage
  • Improved enemy detection
  • Improved enemy tactical decision-making in combat to encourage more active management of their positioning
  • Decreased enemy damage per shot while increasing the damage cadence increase over time
  • Improved detection signs and feedback of cameras
  • Player state (crouched, standing) is now kept after traversal actions
  • Fixed an issue where only one NPC would be alerted when whistling
  • Fixed an issue where the player could remain undetected in high grass while performing aggressive actions
  • Enabled the use of combat in parts of syndicate districts
  • Added weak points to various enemies
  • Adjusted weapon aiming (spread, recoil, etc.) to allow for more precision and management
  • Updated weapon damage values for Kay for all weapons
  • Increased headshot damage when hitting enemies
  • Improved blaster module usage (Ion and Power)
  • Removed player blast damage from the Power module
  • Added enemy stagger to explosions
  • Added body part-specific death animations to improve combat satisfaction
  • Improved NPC cover usage during combat
  • Fixed an issue where Kay would put away the holotracker when crouching
  • Fixed an issue where hostile NPCs were sometimes marked as friendly and could not be damaged by blaster fire
  • Adjusted jumping to give more control in the air of where you will land

UI, HUD and Settings

  • Added visual indication of when an NPC starts detecting the player
  • Added text highlighting which blaster module should be used when aiming at heavy guards, droids and cameras
  • Prompt to ping the tracked objective is now more prominent and affected by HUD visibility settings
  • Added icons to environmental objects that require unlockable abilities
  • Improved Nix quick action icon by highlighting button when having an active target
  • Made it clearer whether a takedown could trigger combat
  • Added NPC tags above their heads (works with existing colorblindness settings)
    • White – Neutral
    • Orange – Aware
    • Red – In Combat
  • Adjusted Adrenaline Rush cost based on difficulty
    • Story mode – 100% (unchanged)
    • Normal – 110%
    • Challenging/Hard -150%
  • Improved wanted system messaging and display
  • Fixed an issue where some gear effect icons were not showing correctly

Audio

  • Improved enemy dialogue when they are going in and out of cover
  • Fixed an issue where sound wouldn’t play through the DualSense controller on PS5
  • Fixed an issue where arcade games would be missing music after starting a new game

Cinematics

  • Added facial animations to gameplay dialogue scenes and vendors
  • Improved animations and visuals of some dialogue scenes
  • Fixed an issue where ND-5 would be missing from the passenger seat when landing/taking off from Renpalli or Achra stations

Camera

  • Improved camera when shooting, aiming down sights, and moving aim
  • Improved cover camera, including the ability to manually shoulder swap when aiming
  • Improved the camera by showcasing a better view of each shop when interacting with a vendor

Worlds, Fauna, and Flora

  • Fixed an issue with destructible flora
  • Fixed an issue where the visual effects created by waterfalls were broken
  • Increased the distance at which lights can be seen in the world
  • Improved the visuals of some grass textures and mud, especially at distance

Photo Mode

  • A new clean lens has been added

Accessibility

  • Added a Custom Controller Preset to allow remapping of individual buttons. You can choose separate sets of button swaps for Kay, the speeder, and the Trailblazer.
  • Added a new ‘strong’ aim assist setting
  • Added a new auto-transfer option for climbing, which lets you automatically hop between climbable objects by moving towards them instead of having to press a button
  • Added setting to change how large and clear the effect showing the security camera detection area is
  • Sound effects slider split into two separate sliders, for gameplay sounds and background sounds
  • Faster menu narration, settings now go up to 400% speed.
  • Menu narration now reads lockpicking and slicing minigames, objective hints, and which Sabacc card is currently highlighted in your hand and while drawing/discarding
  • Option added to toggle the Cinematic Lens (distortion, fringing, and vignetting effects) off for gameplay
  • ‘Fill screen’ is now the default screen ratio, meaning larger text size for the initial menus before you reach the ratio setting screen
  • ‘Remove all’ hold input for map markers added to ‘change holds to presses’ setting
  • Descriptions of accessibility settings reworded for improved clarity

Miscellaneous

  • Fixed an issue where destroying a ship by ramming it would not count towards the ‘Never tell me the odds’ trophy/achievement
  • Fixed an issue where the ‘Shoot First’ achievement/trophy and ‘The Better’ ability could not be unlocked at the same time
  • Fixed an issue where defeating Death Troopers during certain missions would not count towards the ‘Defying Death’ Ubisoft Connect Challenge

MAIN & SIDE QUESTS (beware of spoilers)

Toshara

  • Rejected
    • Fixed an issue where Kay can’t listen at the bar to progress the intel quest

Tatooine

  • The Veteran
    • Fixed an issue where the quest line would not start if travelling to Akiva before the dialogue finishes
  • Partners
    • Fixed an issue where the cinematic would not trigger if using Adrenaline Rush as the Rancor hits the hangar doors

Akiva

  • Revelator
    • Fixed an issue where ND-5 could spot Kay when going from crouched to standing while on a steam vent

Bug Reporter

We’re pleased to announce that reporting issues will now be easier- introducing the Star Wars™ Outlaws Bug Reporter. This website functions the same way as on other Ubisoft titles; it’s your direct channel to view issues reported by other players and to directly report any issues you encounter to our team. We will actively update this board so you will be aware when issues are being investigated, and when fixes and improvements will be rolled out in an upcoming update.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.